comparison Engine/Graphics/Render.cpp @ 2534:1bcadc6dd203

enum SOUND_
author Ritor1
date Mon, 09 Feb 2015 19:17:12 +0600
parents 9ec6b8be16fe
children 3a36de426f5f
comparison
equal deleted inserted replaced
2533:2baaac65d5bf 2534:1bcadc6dd203
8639 * (sin((double)pGame->pIndoorCameraD3D->sRotationX * 0.0030664064) 8639 * (sin((double)pGame->pIndoorCameraD3D->sRotationX * 0.0030664064)
8640 * (double)-0x2000//(double)pODMRenderParams->shading_dist_mist 8640 * (double)-0x2000//(double)pODMRenderParams->shading_dist_mist
8641 - (double)pGame->pIndoorCameraD3D->vPartyPos.z)); 8641 - (double)pGame->pIndoorCameraD3D->vPartyPos.z));
8642 pSkyPolygon.Create_48607B(&stru_8019C8);//заполняется ptr_38 8642 pSkyPolygon.Create_48607B(&stru_8019C8);//заполняется ptr_38
8643 pSkyPolygon.ptr_38->_48694B_frustum_sky(); 8643 pSkyPolygon.ptr_38->_48694B_frustum_sky();
8644 pSkyPolygon.uTileBitmapID = pOutdoor->sSky_TextureID;//179(original 166) 8644
8645 pSkyPolygon.pTexture = (Texture *)(SLOWORD(pOutdoor->sSky_TextureID) != -1 ? (int)&pBitmaps_LOD->pTextures[SLOWORD(pOutdoor->sSky_TextureID)] : 0); 8645 //if ( pParty->uCurrentHour > 20 || pParty->uCurrentHour < 5 )
8646 //pSkyPolygon.uTileBitmapID = pOutdoor->New_SKY_NIGHT_ID;
8647 //else
8648 pSkyPolygon.uTileBitmapID = pOutdoor->sSky_TextureID;//179(original 166)
8649 pSkyPolygon.pTexture = (Texture *)(pSkyPolygon.uTileBitmapID != -1 ? (int)&pBitmaps_LOD->pTextures[pSkyPolygon.uTileBitmapID] : 0);
8646 if ( pSkyPolygon.pTexture ) 8650 if ( pSkyPolygon.pTexture )
8647 { 8651 {
8648 pSkyPolygon.dimming_level = 0; 8652 pSkyPolygon.dimming_level = 0;
8649 pSkyPolygon.uNumVertices = 4; 8653 pSkyPolygon.uNumVertices = 4;
8650 //centering(центруем)----------------------------------------------------------------- 8654 //centering(центруем)-----------------------------------------------------------------
10956 float fov_x = 3.141592f * (pODMRenderParams->uCameraFovInDegrees + 0) / 360.0f; 10960 float fov_x = 3.141592f * (pODMRenderParams->uCameraFovInDegrees + 0) / 360.0f;
10957 float fov_y = fov_x / aspect; 10961 float fov_y = fov_x / aspect;
10958 10962
10959 float ray_dx = fov_x / (float)pViewport->uScreenWidth, 10963 float ray_dx = fov_x / (float)pViewport->uScreenWidth,
10960 ray_dy = fov_y / (float)pViewport->uScreenHeight; 10964 ray_dy = fov_y / (float)pViewport->uScreenHeight;
10961 float party_angle_x = 2 * 3.141592653589 * pParty->sRotationX / 2048.0, 10965 float party_angle_x = 2 * pi_double * pParty->sRotationX / 2048.0,
10962 party_angle_y = 2 * 3.141592653589 * pParty->sRotationY / 2048.0; 10966 party_angle_y = 2 * pi_double * pParty->sRotationY / 2048.0;
10963 for (int y = 0; y < pViewport->uScreenHeight; ++y) 10967 for (int y = 0; y < pViewport->uScreenHeight; ++y)
10964 for (int x = 0; x < pViewport->uScreenWidth; ++x) 10968 for (int x = 0; x < pViewport->uScreenWidth; ++x)
10965 { 10969 {
10966 float angle_x = party_angle_x - (y - pViewport->uScreenHeight / 2) * ray_dy; 10970 float angle_x = party_angle_x - (y - pViewport->uScreenHeight / 2) * ray_dy;
10967 float angle_y = party_angle_y - (x - pViewport->uScreenWidth / 2) * ray_dx; 10971 float angle_y = party_angle_y - (x - pViewport->uScreenWidth / 2) * ray_dx;